From 4182079a7387c9a8392671c61b33bc38f048e4c2 Mon Sep 17 00:00:00 2001 From: Max Bradbury Date: Wed, 17 Nov 2021 15:15:33 +0000 Subject: [PATCH] better documentation --- src/game.rs | 33 +++++++++++++++++++++------------ src/tile.rs | 13 +++++++++---- 2 files changed, 30 insertions(+), 16 deletions(-) diff --git a/src/game.rs b/src/game.rs index 84fb606..9d1a8b5 100644 --- a/src/game.rs +++ b/src/game.rs @@ -96,7 +96,8 @@ pub struct Game { pub room_format: Option, pub(crate) room_type: RoomType, pub font: Font, - pub custom_font: Option, // used if font is Font::Custom + /// used if font is `Font::Custom` + pub custom_font: Option, pub text_direction: TextDirection, pub palettes: Vec, pub rooms: Vec, @@ -107,7 +108,8 @@ pub struct Game { pub endings: Vec, pub variables: Vec, pub font_data: Option, // todo make this an actual struct for parsing - pub(crate) line_endings_crlf: bool, // otherwise lf (unix/mac) + /// true if CRLF (Windows), otherwise LF (unix/mac) + pub(crate) line_endings_crlf: bool, } impl Game { @@ -173,6 +175,7 @@ impl Game { let mut items: Vec = Vec::new(); let mut avatar_exists = false; + // todo can we use multithreading here? for segment in segments { if segment.starts_with("# BITSY VERSION") { let segment = segment.replace("# BITSY VERSION ", ""); @@ -340,13 +343,13 @@ impl Game { let mut tile_ids = room.tiles.clone(); tile_ids.sort(); tile_ids.dedup(); - // remove 0 as this isn't a real tile - let zero_index = tile_ids.iter() - .position(|i| i == "0"); - if let Some(zero_index) = zero_index { + + // remove "0" as this isn't a real tile + if let Some(zero_index) = tile_ids.iter().position(|i| i == "0") { tile_ids.remove(zero_index); } - // remove Ok once this function returns a result + + // todo remove Ok once get_tiles_by_ids returns a Result Ok(self.get_tiles_by_ids(tile_ids)) } @@ -521,13 +524,13 @@ impl Game { self.add_room(room); } - // a sprite has a dialogue ID, so we need to handle these after dialogues - // a sprite has a position in a room, so we need to handle these after the rooms + // a sprite has a dialogue ID, so we need to handle sprites after dialogues + // a sprite has a position in a room, so we need to handle sprites after rooms for sprite in &game.sprites { let mut sprite = sprite.clone(); // avoid having two avatars if sprite.id == "A" { - sprite.id = "0".to_string(); // just a default value for replacement + sprite.id = "0".to_string(); // just a default value for later replacement } if let Some(key) = sprite.dialogue_id.clone() { @@ -576,7 +579,9 @@ impl ToString for Game { } for dialogue in &self.dialogues { - // this replacement is silly but see segments_from_string() for explanation + // some dialogues are multiline (starting/ending with `"""`) but have no contents + // and this kinda messes things up when trying to export unmodified dialogues + // in their original format for testing purposes segments.push(dialogue.to_string().replace("\"\"\"\n\"\"\"", "")); } @@ -620,6 +625,7 @@ impl Game { pub fn sprite_ids(&self) -> Vec { self.sprites.iter().map(|sprite| sprite.id.clone()).collect() } + pub fn room_ids(&self) -> Vec { self.rooms.iter().map(|room| room.id.clone()).collect() } @@ -866,7 +872,10 @@ mod test { #[test] fn game_from_string() { - let (output, _) = Game::from(include_str!["test-resources/default.bitsy"].to_string()).unwrap(); + let (output, _error) = Game::from( + include_str!["test-resources/default.bitsy"].to_string() + ).unwrap(); + let expected = crate::mock::game_default(); assert_eq!(output, expected); diff --git a/src/tile.rs b/src/tile.rs index f647975..f26934b 100644 --- a/src/tile.rs +++ b/src/tile.rs @@ -5,14 +5,19 @@ use crate::image::animation_frames_from_str; pub struct Tile { pub id: String, pub name: Option, - /// this is "optional" in that a tile can have `WAL true`, `WAL false` or neither - /// obviously Some(false) is the same as None but we want to preserve the original formatting + /// Can the player move over this tile? + /// This is "optional" in that a tile can have `WAL true`, `WAL false` or neither. + /// obviously Some(false) is functionally the same as None + /// but we want to preserve the original formatting where possible. pub wall: Option, pub animation_frames: Vec, + /// Bitsy has an undocumented feature where a tile can be rendered + /// in a specific colour (`COL n`) from the current palette. pub colour_id: Option, } impl PartialEq for Tile { + /// ignore id and name. fn eq(&self, other: &Self) -> bool { self.wall == other.wall && @@ -44,6 +49,7 @@ impl Tile { } // todo refactor + // can we do map_in_place or something? pub fn invert(&mut self) { self.animation_frames = self.animation_frames.iter().map(|frame: &Image| { @@ -162,8 +168,7 @@ mod test { mock::image::chequers_2(), ], colour_id: None, - } - .to_string(); + }.to_string(); let expected = include_str!("test-resources/tile-chequers").to_string();